0.1.5 shipped one d4r/zluda/nvapi64.dll (the gfx1101 build) for all targets, and compat_nvapi_path() preferred it over d4r/nvapi/<arch>/. Nothing on Windows ever set D4R_GPU_ARCH, so on any other GPU NVAPI failed with "No selected gfx1101 device", NGX CUDA init failed, and DLSS stayed unavailable (black frames, no OptiScaler upscaler section). - Select the NVAPI per architecture; never fall back to a shared DLL in a multi-target folder, and report a missing build by name. - The loader and runtime publish D4R_GPU_ARCH and D4R_GPU_LUID for the game's adapter, so NVAPI picks the right device with several GPUs. - nvapi64.dll exports the target it was built for; the runtime refuses a mismatch, and the packager and d4r-check read the same marker. - Release packaging no longer ships d4r/zluda/nvapi64.dll and rejects NVAPI builds for the wrong target, without a marker, or missing. - Move target resolution, device matching and loader choice into gpu_selection.h; regression tests cover all 11 targets, bad or missing D4R_GPU_ARCH, mixed installs, multi-GPU and missing files. - d4r-check: accept the FSR keys in the shipped d4r.ini.
222 lines
17 KiB
PowerShell
222 lines
17 KiB
PowerShell
# Drag-in release packaging with synthetic per-target inputs. No GPU, no
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# NVIDIA DLLs, no game. Code objects carry real AMDGPU ELF target headers.
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[CmdletBinding()]
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param([string]$OutputDirectory)
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$ErrorActionPreference='Stop'
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. (Join-Path $PSScriptRoot 'gpu-target.ps1')
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$repo=[IO.Path]::GetFullPath((Join-Path $PSScriptRoot '../..'))
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if (!$OutputDirectory) { $OutputDirectory=Join-Path $repo ('test-results/windows-release-package/'+(Get-Date -Format 'yyyyMMdd-HHmmss-fff')) }
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$OutputDirectory=[IO.Path]::GetFullPath($OutputDirectory)
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New-Item -ItemType Directory -Force $OutputDirectory | Out-Null
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$targets=@(Get-D4RGpuTargets)
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function Write-CodeObject([string]$Path,[int]$Machine) {
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$header=New-Object byte[] 64
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$header[0]=127; $header[1]=69; $header[2]=76; $header[3]=70; $header[4]=2; $header[5]=1; $header[18]=224; $header[48]=$Machine
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New-Item -ItemType Directory -Force (Split-Path $Path) | Out-Null
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[IO.File]::WriteAllBytes($Path,$header)
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}
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# Stand-in compatibility NVAPI: names its build target the way the real DLL does (nvapi_trace.cpp).
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function Write-Nvapi([string]$Path,[string]$Target) {
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New-Item -ItemType Directory -Force (Split-Path $Path) | Out-Null
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[IO.File]::WriteAllBytes($Path,[Text.Encoding]::ASCII.GetBytes("MZ nvapi fixture D4R_NVAPI_TARGET=$Target")+[byte]0)
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}
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function New-Inputs([string]$Prefix,[scriptblock]$Mutate) {
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foreach ($target in $targets) {
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$arch=$target.architecture; $root="$Prefix-$arch"
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$text=@{'OptiScaler.dll'='optiscaler'; 'd4r/_nvngx.dll'="shim $arch"; 'd4r/nvapi/backend/nvapi64.dll'='raw backend nvapi'; 'd4r/hip/bin/amdhip64_7.dll'='hip'; 'd4r/zluda/nvcuda.dll'='zluda'; 'licenses/d4r.txt'='license';
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'd4r/d4r_gpu_inventory.exe'='inventory'; 'd4r/d4r_debug_launcher.exe'='launcher'; 'windows-game.ps1'='installer';
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'd4r/native/d4r-kernels.txt'='manifest'}
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foreach ($entry in $text.GetEnumerator()) {
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$path=Join-Path $root $entry.Key; New-Item -ItemType Directory -Force (Split-Path $path) | Out-Null
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Set-Content -LiteralPath $path $entry.Value -Encoding ASCII
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}
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# As the game package stages it: the target's own build, in both places.
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Write-Nvapi (Join-Path $root 'd4r/nvapi/nvapi64.dll') $arch
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Write-Nvapi (Join-Path $root 'd4r/zluda/nvapi64.dll') $arch
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$objects=@("d4r/pixel_convert_$arch.hsaco")+@(1..16 | ForEach-Object { "d4r/native/kernel$_.hsaco" })
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foreach ($object in $objects) { Write-CodeObject (Join-Path $root $object) $target.elfMachine }
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if ($Mutate) { & $Mutate $root $arch }
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$files=@(Get-ChildItem -LiteralPath $root -Recurse -File | Where-Object { $_.Name -ne 'package.json' } | ForEach-Object {
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@{path=$_.FullName.Substring($root.Length+1).Replace('\','/'); sha256=(Get-FileHash -LiteralPath $_.FullName -Algorithm SHA256).Hash}
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})
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@{architecture=$arch; d4rWorkingTreeDirty=$false; d4rCommit='fixture'; hardwareValidation='fixture';
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dlssSha256='3975567b8943c53acce397f2b72380092f84f162d00b0d2c7d08a1025c563983';
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zludaBuild=@{sourceCommit='fixture'}; optiScaler=@{sourceCommit='fixture'}; hipRuntime='fixture'; files=$files} |
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ConvertTo-Json -Depth 6 | Set-Content -LiteralPath (Join-Path $root 'package.json') -Encoding UTF8
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}
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}
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function Invoke-Package([string]$Prefix,[string]$Root) {
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& (Join-Path $PSScriptRoot 'package-windows-release.ps1') -GamePackagePrefix $Prefix -LoaderDll $loader -PackageRoot $Root | Out-Null
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}
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$loader=Join-Path $OutputDirectory 'build/d4r_nvngx_loader.dll'
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New-Item -ItemType Directory -Force (Split-Path $loader) | Out-Null
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Set-Content -LiteralPath $loader 'loader fixture' -Encoding ASCII
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$results=@()
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# 1. Layout of a good release.
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$prefix=Join-Path $OutputDirectory 'inputs/good/game'
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New-Inputs $prefix
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$release=Join-Path $OutputDirectory 'release'
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Invoke-Package $prefix $release
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foreach ($path in @('dxgi.dll','OptiScaler.ini','d4r/_nvngx.dll','d4r/d4r.ini','d4r/dll-pins.txt','d4r/package.json',
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'd4r/hip/bin/amdhip64_7.dll','d4r/zluda/nvcuda.dll','d4r/licenses/d4r.txt','d4r/ngx/PUT _nvngx.dll HERE.txt',
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'd4r/gpu-targets.json','d4r/d4r_gpu_inventory.exe','d4r/d4r-check.ps1','WINDOWS_README.txt',
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'install.bat','install-dependencies.py','d4r/model-tools/python/python.exe','d4r/model-tools/rr-tools.json')) {
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if (!(Test-Path -LiteralPath (Join-Path $release $path))) { throw "Release lacks $path" }
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}
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if ((Get-Content -LiteralPath (Join-Path $release 'd4r/_nvngx.dll') -Raw).Trim() -ne 'loader fixture') { throw 'd4r/_nvngx.dll is not the loader.' }
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foreach ($target in $targets) {
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$arch=$target.architecture
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if ((Get-Content -LiteralPath (Join-Path $release "d4r/_nvngx_$arch.dll") -Raw).Trim() -ne "shim $arch") { throw "Wrong shim for $arch" }
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Assert-D4RNvapiTarget (Join-Path $release "d4r/nvapi/$arch/nvapi64.dll") $arch
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foreach ($other in $targets) {
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if ($other.architecture -ne $arch) {
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$mismatch=$false
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try { Assert-D4RNvapiTarget (Join-Path $release "d4r/nvapi/$arch/nvapi64.dll") $other.architecture } catch { $mismatch=$_.Exception.Message -match "built for $arch" }
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if (!$mismatch) { throw "NVAPI for $arch passed as $($other.architecture)" }
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}
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}
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Assert-D4RCodeObjectTarget (Join-Path $release "d4r/pixel_convert_$arch.hsaco") $arch
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$native=@(Get-ChildItem -LiteralPath (Join-Path $release "d4r/native/$arch") -Filter '*.hsaco')
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if ($native.Count -ne 16 -or !(Test-Path -LiteralPath (Join-Path $release "d4r/native/$arch/d4r-kernels.txt"))) { throw "Native folder for $arch is incomplete" }
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foreach ($object in $native) { Assert-D4RCodeObjectTarget $object.FullName $arch }
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}
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if ((Get-Content -LiteralPath (Join-Path $release 'd4r/nvapi/backend/nvapi64.dll') -Raw).Trim() -ne 'raw backend nvapi') { throw 'The raw ZLUDA NVAPI backend was not staged separately.' }
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if (Test-Path -LiteralPath (Join-Path $release 'd4r/zluda/nvapi64.dll')) { throw 'A shared NVAPI beside nvcuda.dll would be loaded for every GPU; it must not ship.' }
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if (@(Get-ChildItem -LiteralPath $release -Recurse -Filter 'd4r_gpu_inventory.exe').Count -ne 1) { throw 'The GPU query tool must ship exactly once.' }
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foreach ($excluded in @('d4r/d4r_debug_launcher.exe','windows-game.ps1','d4r/native/kernel1.hsaco','d4r/nvapi/nvapi64.dll','d4r/zluda/nvapi64.dll')) {
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if (Test-Path -LiteralPath (Join-Path $release $excluded)) { throw "Installer-only or untargeted file shipped: $excluded" }
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}
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$manifest=Get-Content -LiteralPath (Join-Path $release 'd4r/package.json') -Raw | ConvertFrom-Json
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foreach ($file in $manifest.files) {
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if ((Get-FileHash -LiteralPath (Join-Path $release $file.path) -Algorithm SHA256).Hash -ne $file.sha256) { throw "Manifest hash wrong: $($file.path)" }
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}
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$shipped=@(Get-ChildItem -LiteralPath $release -Recurse -File | ForEach-Object { $_.FullName.Substring($release.Length+1).Replace('\','/') } | Where-Object { $_ -ne 'd4r/package.json' })
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if (Compare-Object $shipped @($manifest.files.path)) { throw 'Manifest and shipped files differ.' }
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$results+=@{case='drag-in-layout'; passed=$true; targets=$targets.Count; files=$shipped.Count}
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# 1b. A subset release carries only the requested targets.
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$subset=Join-Path $OutputDirectory 'release-subset'
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& (Join-Path $PSScriptRoot 'package-windows-release.ps1') -GamePackagePrefix $prefix -LoaderDll $loader -PackageRoot $subset -Architectures gfx1101,gfx1201 | Out-Null
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$kept=@(Get-ChildItem -LiteralPath (Join-Path $subset 'd4r') -Filter '_nvngx_gfx*.dll' | ForEach-Object { $_.Name })
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if (($kept | Sort-Object) -join ',' -ne '_nvngx_gfx1101.dll,_nvngx_gfx1201.dll') { throw "Subset shipped the wrong shims: $($kept -join ',')" }
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$rejected=$false
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try { & (Join-Path $PSScriptRoot 'package-windows-release.ps1') -GamePackagePrefix $prefix -LoaderDll $loader -PackageRoot (Join-Path $OutputDirectory 'release-unknown') -Architectures gfx9999 | Out-Null } catch { $rejected=$_.Exception.Message -match 'Unknown GPU target' }
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if (!$rejected) { throw 'An unknown architecture was not rejected.' }
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$results+=@{case='architecture-subset'; passed=$true; shipped=$kept}
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# 1c. The optional FSR payload (vkd3d-proton core + amdxc64 shim) ships under d4r/fsr with its licences and source
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# offer; AMD's denoiser never ships; a payload that claims to bundle it, or a changed file, is rejected.
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function New-FsrPayload([string]$Root,[bool]$ClaimsAmd) {
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$files=[ordered]@{'fsr/d4r_vkd3d_core.dll'='core fixture'; 'fsr/amdxc64.dll'='shim fixture'; 'SOURCE.txt'='source offer';
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'licenses/vkd3d-proton-LGPL-2.1.txt'='lgpl'; 'licenses/dxil-spirv-MIT.txt'='mit'}
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$hashes=[ordered]@{}
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foreach ($entry in $files.GetEnumerator()) {
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$path=Join-Path $Root $entry.Key; New-Item -ItemType Directory -Force (Split-Path $path) | Out-Null
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Set-Content -LiteralPath $path $entry.Value -Encoding ASCII
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$hashes[$entry.Key]=(Get-FileHash -LiteralPath $path -Algorithm SHA256).Hash.ToLowerInvariant()
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}
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@{schema=1; kind='d4r-fsr-payload'; amdDenoiserBundled=$ClaimsAmd; files=$hashes} | ConvertTo-Json -Depth 4 |
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Set-Content -LiteralPath (Join-Path $Root 'fsr-payload.json') -Encoding UTF8
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}
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$goodPrefix=Join-Path $OutputDirectory 'inputs/good/game'
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$payload=Join-Path $OutputDirectory 'fsr-payload'; New-FsrPayload $payload $false
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$fsrRelease=Join-Path $OutputDirectory 'release-fsr'
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& (Join-Path $PSScriptRoot 'package-windows-release.ps1') -GamePackagePrefix $goodPrefix -LoaderDll $loader -PackageRoot $fsrRelease -FsrPayload $payload | Out-Null
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foreach ($path in @('d4r/fsr/d4r_vkd3d_core.dll','d4r/fsr/amdxc64.dll','d4r/fsr/SOURCE.txt','d4r/licenses/vkd3d-proton-LGPL-2.1.txt',
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'd4r/licenses/dxil-spirv-MIT.txt','d4r/fsr/patches/0001-dxil-spirv-include-exception-for-libcxx.patch')) {
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if (!(Test-Path -LiteralPath (Join-Path $fsrRelease $path))) { throw "FSR release lacks $path" }
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}
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if (Get-ChildItem -LiteralPath $fsrRelease -Recurse -Filter 'amd_fidelityfx_denoiser_dx12.dll') { throw "AMD's denoiser must never ship." }
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$fsrManifest=Get-Content -LiteralPath (Join-Path $fsrRelease 'd4r/package.json') -Raw | ConvertFrom-Json
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foreach ($file in $fsrManifest.files) {
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if ((Get-FileHash -LiteralPath (Join-Path $fsrRelease $file.path) -Algorithm SHA256).Hash -ne $file.sha256) { throw "FSR manifest hash wrong: $($file.path)" }
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}
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$fsrShipped=@(Get-ChildItem -LiteralPath $fsrRelease -Recurse -File | ForEach-Object { $_.FullName.Substring($fsrRelease.Length+1).Replace('\','/') } | Where-Object { $_ -ne 'd4r/package.json' })
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if (Compare-Object $fsrShipped @($fsrManifest.files.path)) { throw 'FSR release manifest and shipped files differ.' }
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if (Test-Path -LiteralPath (Join-Path $release 'd4r/fsr')) { throw 'The default release must not carry the FSR payload.' }
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$claims=Join-Path $OutputDirectory 'fsr-payload-claims-amd'; New-FsrPayload $claims $true
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$rejected=$false
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try { & (Join-Path $PSScriptRoot 'package-windows-release.ps1') -GamePackagePrefix $goodPrefix -LoaderDll $loader -PackageRoot (Join-Path $OutputDirectory 'release-fsr-claims') -FsrPayload $claims | Out-Null } catch { $rejected=$_.Exception.Message -match 'Unsupported FSR payload' }
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if (!$rejected) { throw 'A payload claiming to bundle AMD software was not rejected.' }
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$tampered=Join-Path $OutputDirectory 'fsr-payload-tampered'; New-FsrPayload $tampered $false
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Set-Content -LiteralPath (Join-Path $tampered 'fsr/amdxc64.dll') 'changed after hashing' -Encoding ASCII
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$rejected=$false
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try { & (Join-Path $PSScriptRoot 'package-windows-release.ps1') -GamePackagePrefix $goodPrefix -LoaderDll $loader -PackageRoot (Join-Path $OutputDirectory 'release-fsr-tampered') -FsrPayload $tampered | Out-Null } catch { $rejected=$_.Exception.Message -match 'FSR payload file changed' }
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if (!$rejected) { throw 'A changed FSR payload file was not rejected.' }
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$results+=@{case='fsr-payload'; passed=$true; files=$fsrShipped.Count}
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# 2. A code object for another GPU in a target's input is rejected.
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$prefix=Join-Path $OutputDirectory 'inputs/mixed/game'
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New-Inputs $prefix { param($root,$arch) if ($arch -eq 'gfx1101') { Write-CodeObject (Join-Path $root 'd4r/native/kernel3.hsaco') 65 } }
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$rejected=$false
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try { Invoke-Package $prefix (Join-Path $OutputDirectory 'release-mixed') } catch { $rejected=$_.Exception.Message -match 'does not target gfx1101' }
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if (!$rejected) { throw 'A gfx1100 code object in the gfx1101 input was not rejected.' }
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$results+=@{case='mixed-target-rejected'; passed=$true}
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# 2b. NVAPI selection inputs: an NVAPI built for another GPU, one without a target marker (built before the
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# marker existed) and a missing one are rejected; the d4r 0.1.5 input shape (the gfx1101 copy shared beside
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# nvcuda.dll in every input) packages without that copy, and every target still gets its own build.
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$cases=[ordered]@{
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'wrong-target'=@{mutate={ param($root,$arch) if ($arch -eq 'gfx1151') { Write-Nvapi (Join-Path $root 'd4r/nvapi/nvapi64.dll') 'gfx1101' } }; expect='built for gfx1101, not gfx1151'}
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'no-marker'=@{mutate={ param($root,$arch) if ($arch -eq 'gfx1102') { Set-Content -LiteralPath (Join-Path $root 'd4r/nvapi/nvapi64.dll') 'legacy nvapi' -Encoding ASCII } }; expect='does not name exactly one GPU target'}
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'missing'=@{mutate={ param($root,$arch) if ($arch -eq 'gfx1200') { Remove-Item -LiteralPath (Join-Path $root 'd4r/nvapi/nvapi64.dll') } }; expect='No d4r/nvapi/nvapi64.dll in the gfx1200 input'}
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}
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foreach ($case in $cases.GetEnumerator()) {
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$prefix=Join-Path $OutputDirectory "inputs/nvapi-$($case.Key)/game"
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New-Inputs $prefix $case.Value.mutate
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$rejected=$false
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try { Invoke-Package $prefix (Join-Path $OutputDirectory "release-nvapi-$($case.Key)") } catch { $rejected=$_.Exception.Message -like "*$($case.Value.expect)*" }
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if (!$rejected) { throw "NVAPI case '$($case.Key)' was not rejected with '$($case.Value.expect)'." }
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}
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$prefix=Join-Path $OutputDirectory 'inputs/shared-nvapi/game'
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New-Inputs $prefix { param($root,$arch) Write-Nvapi (Join-Path $root 'd4r/zluda/nvapi64.dll') 'gfx1101' }
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$sharedRelease=Join-Path $OutputDirectory 'release-shared-nvapi'
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Invoke-Package $prefix $sharedRelease
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if (Test-Path -LiteralPath (Join-Path $sharedRelease 'd4r/zluda/nvapi64.dll')) { throw 'The shared gfx1101 NVAPI shipped.' }
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foreach ($target in $targets) { Assert-D4RNvapiTarget (Join-Path $sharedRelease "d4r/nvapi/$($target.architecture)/nvapi64.dll") $target.architecture }
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$results+=@{case='nvapi-per-target'; passed=$true; targets=$targets.Count}
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# 3. Shared runtime files must be identical across targets.
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$prefix=Join-Path $OutputDirectory 'inputs/runtime/game'
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New-Inputs $prefix { param($root,$arch) if ($arch -eq 'gfx1200') { Set-Content -LiteralPath (Join-Path $root 'd4r/zluda/nvcuda.dll') 'other zluda' -Encoding ASCII } }
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$rejected=$false
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try { Invoke-Package $prefix (Join-Path $OutputDirectory 'release-runtime') } catch { $rejected=$_.Exception.Message -match 'Shared runtime differs' }
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if (!$rejected) { throw 'A differing shared runtime was not rejected.' }
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$results+=@{case='shared-runtime-mismatch-rejected'; passed=$true}
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# Local ZIPs may include uncommitted inputs, but remain under ignored build/ and
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# preserve all target/hash/runtime checks. This fixture is never a usable game ZIP.
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$prefix=Join-Path $OutputDirectory 'inputs/development/game'
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New-Inputs $prefix
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foreach($target in $targets){
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$metadataPath="$prefix-$($target.architecture)/package.json"
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$metadata=Get-Content -LiteralPath $metadataPath -Raw | ConvertFrom-Json
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$metadata.d4rWorkingTreeDirty=$true
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$metadata | ConvertTo-Json -Depth 8 | Set-Content -LiteralPath $metadataPath -Encoding UTF8
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}
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$developmentRoot=Join-Path $repo ('build/release-development-fixture-'+[Guid]::NewGuid().ToString('N'))
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$zip=Join-Path $developmentRoot 'fixture.zip'
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& (Join-Path $PSScriptRoot 'package-windows-release.ps1') -GamePackagePrefix $prefix -LoaderDll $loader `
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-PackageRoot (Join-Path $developmentRoot 'package') -ArchivePath $zip -LocalDevelopment | Out-Null
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$metadata=Get-Content -LiteralPath (Join-Path $developmentRoot 'package/d4r/package.json') -Raw | ConvertFrom-Json
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if(!$metadata.localDevelopment){throw 'Local ZIP lacks development marker.'}
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$archive=[IO.Compression.ZipFile]::OpenRead($zip)
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try{
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foreach($required in @('install.bat','install-dlss.ps1','install-dependencies.py','d4r/d4r.ini','d4r/model-tools/python/python.exe')){
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if(!$archive.GetEntry($required)){throw "Local ZIP lacks $required"}
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}
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}finally{$archive.Dispose()}
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$results+=@{case='local-development-zip'; passed=$true}
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$rejected=$false
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try{
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& (Join-Path $PSScriptRoot 'package-windows-release.ps1') -GamePackagePrefix $prefix -LoaderDll $loader `
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-PackageRoot (Join-Path $repo 'dist/rejected-local-fixture') -LocalDevelopment | Out-Null
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}catch{$rejected=$_.Exception.Message -match 'must stay under ignored build/'}
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if(!$rejected){throw 'Local package escaped build/.'}
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$results+=@{case='local-development-path-rejected'; passed=$true}
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$results | ConvertTo-Json | Set-Content -LiteralPath (Join-Path $OutputDirectory 'summary.json') -Encoding UTF8
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Write-Host "PASS WINDOWS_RELEASE_PACKAGE cases=$($results.Count) Report: $OutputDirectory"
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